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TorqueFan

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  1. Relevant: https://developers.google.com/web/fundamentals/security/encrypt-in-transit/why-https
  2. Something I probably would not have noticed if I hadn't been linking here from my site...but the entirety of the wiki and the main google search result home page are using an http:// protocol as opposed to https:// I literally had to type https://torque3d.org in the browser to get to a secure homepage, as any searches list http://torque3d.org at the top. This is HUGE. The downloads page is hosted as well under http:// While surely there is no foul play here, a huge deterrent to even navigating the community site may need looking into. Just briefly taking a peek I saw this issue w
  3. Hey this is great news! Thanks so much for all of this effort, to all involved. Open source power at its finest - revealing the true strength of Torque! I am so ready to convert all my resources and tools over to module form! Is that a realistic goal for this release, or is the module system not complete in this build? I've been twiddling my thumbs for a bit dealing with other company matters while this whole 3.9->4.0 update blows over...but if the module system is ready for my tinkering I could start pumping out some tools/resources! Speaking of the new modules etc., is there a 'gui
  4. Thanks for all the time and energy put into the update! Currently enjoying development using Torque and looking forward to what's to come!
  5. Nice, that's got it sorted. Thanks Az!
  6. I haven't had time to dig deeper into the source to find out what's caused this dedicated server breakage when saving with the World Editor. I do, however, have a couple updates: The issue isn't present in T3D 3.6.2. The issue doesn't occur if there is no terrain in the level being saved. Currently I'm making alterations using the World Editor, saving the mission, then just copying the changes over with a text editor to a backup copy of the .mis file. As you can imagine, this is rather cumbersome but it gets the job done for now until the issue is sorted. I hadn't been using terrain
  7. I just got back to look at this and, yes, as a matter of fact I did finally discover the real origin of the problem. Throw all of that above out the window, it matters not. The problem originates if you open a .mis file with the Torque World Editor and then save the .mis file from within the editor. To replicate it: Launch stock Torque3D 3.7 (64 bit build) Launch the 'Empty Terrain' mission (any mission should work). Once in the mission, hit F11 to go into the World Editor. Alter or change anything in the mission, and then click File -> Save Level. Exit Torque. Setup a .bat
  8. Okay after much trial and error, I assumed it was the terrain...then I assumed it was a script error...then I was going to blame the billboards again... It is the spawn position! If the spawn position is anything other than 0, 0 on x,y the dedicated server will crash! I'm not sure how this relates to the shapes in the scene (more testing is required). Perhaps different view angles/distances trigger certain billboards to show that otherwise would not? @LukasPJ It's a stock feature. The source art uses the bb prefix for the LOD node to create billboards. You can see this in the defaulttre
  9. Thanks for the reply Lukas. You forced me to examine the source art, and as a result I have a new lead on this problem. I'll get back to you here when I finish tracking it down :D
  10. Recently I was launching a dedicated server for testing of a mission and it failed with the following error message at the command line: Format GFXDXT1 not supported with specified profile. Format GFXFormatB8G8R8A8 not supported with specified profile. Doing a little digging, I believe the issue is the dedicated server using the "GFXNullDevice" profile. Right. So the dedicated server shouldn't need to render out any billboards, is there a way to disable the call to create those billboards on a dedicated build? If any shapes using billboards are excluded, the dedicated server launch
  11. Bumped into the same issue and applied the fix by ChrisCalef. Recompiled, worked like a charm. Thanks a lot Chris!
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